diff options
author | Kenneth Graunke <[email protected]> | 2012-09-11 22:14:59 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2012-09-12 22:13:05 -0700 |
commit | 28f4be9eb91b12a2c6b1db6660cca71a98c486ec (patch) | |
tree | 5053de8c23c5c8702cdd7af7a11fb89366455e33 /docs/relnotes-7.0.4.html | |
parent | 0fc163408e6b9521d545daba19f70631011d5752 (diff) |
i965: Fix out-of-order sampler unit usage in ARB fragment programs.
ARB fragment programs use texture unit numbers directly, unlike GLSL
which has an extra indirection. If a fragment program only uses one
texture assigned to GL_TEXTURE1, SamplersUsed will only contain a single
bit, which would make us only upload a single surface/sampler state
entry. However, it needs to be the second entry.
Using _mesa_fls() instead of _mesa_bitcount() solves this. For ARB
programs, this makes num_samplers the ID of the highest texture unit
used. Since GLSL uses consecutive integers assigned by the linker,
_mesa_fls() should give the same result as _mesa_bitcount()..
Fixes a regression since 85e8e9e000732908b259a7e2cbc1724a1be2d447,
which caused GPU hangs in ETQW (and probably others), as well as
breaking piglit test fp-fragment-position.
v2: Add a comment, as suggested by Matt.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54098
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=54179
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Tested-by: meng <[email protected]>
Diffstat (limited to 'docs/relnotes-7.0.4.html')
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